use crate::config::planet::{Planet, SpecialSpriteProperties};
use bevy::prelude::*;
use bevy_rapier2d::prelude::AdditionalMassProperties;
pub fn incoming_planets_plugin(app: &mut App) {
app.add_systems(Update, (handle_incoming_planets, handle_updated_planets));
}
fn handle_incoming_planets(
mut commands: Commands,
new_planets: Query<(Entity, &Planet), Added<Planet>>,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>
) {
for (new_entity, new_planet) in new_planets.iter() {
let mut sprite = Sprite::from_image(asset_server.load(&new_planet.sprite));
sprite.custom_size = Some(Vec2::new(new_planet.radius * 2.0, new_planet.radius * 2.0));
match new_planet.special_sprite_properties {
Some(SpecialSpriteProperties::ForceColor(c)) => {
sprite.color = c;
},
_ => {}
}
let mut commands = commands
.entity(new_entity);
commands.insert(AdditionalMassProperties::Mass(new_planet.mass))
.insert(sprite);
info!(?new_planet, "prepared new planet");
}
}
fn handle_updated_planets(
mut commands: Commands,
updated_planets: Query<(Entity, &Planet), Changed<Planet>>,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>
) {
for (updated_entity, updated_planet) in updated_planets.iter() {
let mut sprite = Sprite::from_image(asset_server.load(&updated_planet.sprite));
sprite.custom_size = Some(Vec2::new(
updated_planet.radius * 2.0,
updated_planet.radius * 2.0,
));
match updated_planet.special_sprite_properties {
Some(SpecialSpriteProperties::ForceColor(c)) => {
sprite.color = c;
},
_ => {}
}
let mut commands = commands.entity(updated_entity);
commands.remove::<AdditionalMassProperties>()
.insert(AdditionalMassProperties::Mass(updated_planet.mass))
.remove::<Sprite>()
.insert(sprite);
info!(?updated_planet, "updated planet");
}
}